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Messages - ^Skillz^20Hz

Pages: 1 2 [3] 4 5 ... 13
31
General Discussion / Is there a way to enable Dodging?
« on: September 17, 2016, 11:14:43 AM »
Is it possible to dodge in TO? I really want to be able to dodge!

32
Cheats / Re: Evilhook v.1.5
« on: September 16, 2016, 07:43:20 PM »
tactical ops crashes for me

It's fine for me! Hold on, I'll find out what I did and come back.

33
Cheats / Re: invincibility cheat. only works one server
« on: September 15, 2016, 10:18:08 AM »
you loaded console and typed godmode while on server?


That would make a lot more sense! ucheat, like victor96 said, try typing godmode while on the server. If that not work, the admin of that server has probably found a way to cripple the cheat.

34
Cheats / Re: Evilhook v.1.5
« on: September 14, 2016, 10:20:13 AM »
Is there an English README file? I'm too lazy to use Google Translate! Besides Google Translate isn't 100% accurate.  ???

35
Mutators & modifications / Combo InstaGib By Wormbo
« on: September 13, 2016, 10:06:11 PM »
Combo InstaGib
==============
by Wormbo

Homepage: http://www.koehler-homepage.de/Wormbo/
Mail:     FUCK OFF!!


Installation
------------
Just run the UMOD file and follow the instructions.


Problems during UMOD installation
--------------------------------

- When I double-click the UMod file, nothing happens
  (or: Explorer asks which program I want to open it with).

Your .umod file association is probably broken; that is a common problem and
nothing to worry about too much.
Check http://wiki.beyondunreal.com/wiki/UMOD/Problems for ways to fix the
problem.


- I can start the UMod installer, but it keeps complaining that I don't have
  Unreal Tournament installed.

Assuming that you do have Unreal Tournament installed, that's just another
common problem with UMods. Make a backup copy of Manifest.ini in your System
directory and create a new Manifest.ini with the following lines in it:

[Setup]
MasterProduct=UnrealTournament
Group=UnrealTournament

[UnrealTournament]
Caption=Unreal Tournament
Version=436

That'll make the UMod installer rightfully believe that you do have
Unreal Tournament installed.

36
Tutorials / C++ Mutator Tutorial
« on: September 13, 2016, 06:42:02 PM »
C++ Mutator Tutorial
Contents [hide]
C++ Mutator Tutorial
Requirements
Directory Structure
UPlugin File
Build.cs File
Header File
Plugin Module Interface
The Mutator
Building your Mutator
Testing your Mutator
C++ Mutator Tutorial

This tutorial will teach you how to make a simple mutator for UT using C++. We'll be making a UE4 plugin that defines a child class of AUTMutator.

Requirements

Engine version: 4.3
Skill level: intermediate C++ knowledge
Directory Structure

If UnrealTournament\Plugins does not already exist, create it
Create a directory inside of UnrealTournament\Plugins to hold our mutator, in this case it would be "SampleMutator"
Create a "Source" directory inside of the SampleMutator directory
Create a "SampleMutator" directory inside of the "Source" directory
Finally create a "Public" directory and a "Private" directory inside of the last "SampleMutator" directory that we made
UPlugin File

We need to create SampleMutator.uplugin to let UE4 know we have a plugin it should load.
On Windows, one way to do this is to create a new text file and rename the file extension to .uplugin. Copying an existing .uplugin file and editing it may not work!
It should live at the same level that the Source directory does
 [Expand]
SampleMutator.uplugin - Plugin defintion

Build.cs File

We need to create SampleMutator.Build.cs so that Unreal Build tool knows how to generate our dll file
It should live at the same level that the Public and Private directories do
We'll use the PrivateIncludesPaths array to make #include cleaner throughout our source files
 [Expand]
SampleMutator.Build.cs - Unreal Build Tool definitions

Header File

Unreal Build Tool requires that we have a shared header file as the first include in every cpp source file in the plugin.
We'll put the SampleMutator.h header file inside of the Private directory
We need to #include Core.h, Engine.h and UTMutator.h to have enough defintions to make a child class from AUTMutator
include "SampleMutator.generated.h" is required by Unreal Header Tool
We're only overriding CheckRelevance_Implemenation in this example, but more powerful mutators will overload more of the functions exposed by AUTMutator
 [Expand]
SampleMutator.h - Sample Mutator class definition

Plugin Module Interface

Create SampleMutatorPlugin.cpp inside of the Public directory
There's not much interesting in this file, it just provides UE4 a way to load this mutator as a plugin so I'm going to gloss over this file
Note that SampleMutator.h must be the first #include and the IMPLEMENT_MODULE macro does all the heavy lifting
 [Expand]
SampleMutatorPlugin.cpp - Plugin Module Interface

The Mutator

This sample is going to replace all weapon pickups with Rocket Launcher pickups
We'll accomplish that by overriding the CheckRelevance_Implementation function and watching for AUTPickupWeapon
When we find a AUTPickupWeapon, we'll replace its WeaponType reference with a reference to BP_RocketLauncher_C
Our mutator is going to live in SampleMutator.cpp inside the Public directory
Note that once again SampleMutator.h has to be the first #include
Our constructor is blank, but feel free to put initialization code in there in a future plugin
StaticLoadClass is used to get the reference to Blueprint'/Game/RestrictedAssets/Weapons/RocketLauncher/BP_RocketLauncher.BP_RocketLauncher_C'
The use of a hardcoded reference here is very brittle and not considered good design, a mutator that requires direct blueprint references might be more easily implemented in blueprints
Calling Super::CheckRelevance_Implementation(Other) is highly recommended as failing to do so won't call other mutators in the mutator list
 [Expand]
SampleMutator.cpp - Replace all weapon pickups with rocket launcher pickups

Building your Mutator

Right click your UnrealTournament.uproject in Window Explorer and select "Generate Visual Studio project files"
Open up the Unreal Tournament solution file in Visual Studio
Build the Unreal Tournament project in Development Editor configuration
You will notice that in addition to UE4Editor-UnrealTournament.dll, UnrealTournament\Plugins\SampleMutator\Binaries\Win64\UE4Editor-SampleMutator.dll was generated
Testing your Mutator

Run from a commandline "UE4Editor.exe UnrealTournament -game Example_Map?mutator=SampleMutator.SampleMutator"
You should notice that the weapon pickups in the map have been replaced by Rocket Launchers

37
Mutators & modifications / UnrealXP110
« on: September 07, 2016, 08:03:08 PM »
Unreal XP GUI Skin
==================
by Wormbo (EMAIL HAS BEEN STRICTLY REMOVED TO PREVENT SPAM !! This mod maker is very well respected! There is NO WAY I am showing this EMAIL ADDRESS!)
Homepage: http://www.koehler-homepage.de/wormbo/

Description
-----------
This is a GUI skin which brings the Windows XP look to UT.
Unreal XP offers the blue and the silver skin. You can choose whether the menus
should be drawn in Windows XP style or in Office XP style and whether you want
shadows behind windows and menus.

Installation
------------
To install just put the .u and .int files into UT's System directory and
copy this file to the Help directory.
Run UT and go to Options -> Preferences -> Video and select "Unreal XP" as
GUI skin.
The Mod menu will contain a new item "Unreal XP GUI skin" where you can
configure the skin.

Deinstallation
--------------
You don't need to remove the GUI skin if you don't like it, just select a
different one.
If you really want to delete this GUI skin make sure you select something else
first, or you won't see any menus after deleting the files.

38
Mutators & modifications / UTRegFixer
« on: September 07, 2016, 07:59:21 PM »
Fix The UT Registry with this cute little Program.

It will repair the Map, UNR and UNREAL:// associations.

39
Mutators & modifications / UTIT INI TWISTER
« on: September 07, 2016, 07:57:04 PM »
Easily modify various things in UT without even starting the game!

40
Mutators & modifications / UTCach2
« on: September 07, 2016, 07:55:56 PM »
=========================================================    ---------------------
=UTCache˛ v 1.0   -   An inside UT Cache Manager        =    -Released 01/16/2003-
=========================================================    ---------------------

Created by FahrŽ (EMAIL REMOVED)
--------------------------------------
Notes: UTCache˛ was designed for Unreal Tournament version 436

Installation and Instructions:
- To install, simply run the .umod file.

============
What is this
============
UTCache˛ is an inside UT Cache Manager.
As you may know, when you connect to a server and download a level, texture, sound
or whatever, this file is placed in your UT Cache directory and is not accessible
for you from the game. This is especially nasty with certain maps and mutators, you
did download them once, you may want them for yourself or your cache gets cleared
and you have to redownload them. UTCache˛ solves all your problems!
As soon as you installed UTCache˛, a new item will appear under the 'Mod'-menu
inside UT. In here you will find an easy-to-use interface which shows you exactly
which files currently reside inside your cache. You can double click or drag all
the files you want permanently to the other list and hit the 'Process'-button.
It's as easy as that :)

==========================
Compacted List of Features
==========================
- A user friendly inside UT GUI
- Automatic placement of the files in the correct directory
- Complete cache control for the end user
- Extremely fast listing and moving, using a Native DLL

--------------------------------------------------------------------------------------
Known Bugs and Issues:     
- None still

--------------------------------------------------------------------------------------
Feel free to distribute this Umod. Do not distribute this file as anything else than a
Umod. I am not responsible for ANY and ALL undesired effects this mod may cause.

--------------------------------------------------------------------------------------
Found any bugs or got any ideas for a next version?
Mail me at EMAIL REMOVED.

41
Mutators & modifications / AdvSetGUI_v0.1.5
« on: September 07, 2016, 07:51:23 PM »
Latest Version of the Video Render Modifier.


42
Cheats / Re: zmBot
« on: August 30, 2016, 09:09:57 PM »
what does this bypass?

It bypasses nothing. Fuck all!

43
Cheats / Re: ELF OverKill
« on: August 23, 2016, 07:15:40 PM »
Damn that sucks, I used to have a custom one made for me that did what I'm asking but couple house moves and new computers later here we are.

Doubt anyone is still involved in any kind of coding for UT2004 but would be great if someone could even modify this one slightly to enable shock aim without full aimbot.

Yeah, I wish it was still going! Times have changed.

44
Cheats / Re: ELF OverKill
« on: August 21, 2016, 05:04:56 PM »
I know this thread is hella old but thought I would chance my luck.

Does anyone have any idea how to get the shock combo bot working without enabling full autoaim.

Basically I want triggerbot running with radar/wh and then to aim at the shock balls when they can damage an enemy without having the aimbot on.

As far as I know, there isn't a way. I've played with this bot and I've tried all sorts of possible ways but non worked.

45
Cheats / Re: invincibility cheat. only works one server
« on: August 13, 2016, 12:55:07 PM »
I cant turn on in servers :S


are you on the right server? He states it only works on Dawns Deathmatch Palace!

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